User settings for Unity Editor.
Use EditorSettings to apply Editor Project Settings to your Unity Project. You can control settings such as version control, streaming settings, and Asset serialization.
See Also: Editor Project Settings
assetNamingUsesSpace | Controls whether to insert a space before a number in duplicated Asset names. |
assetPipelineMode | Select the assetpipeline mode. |
asyncShaderCompilation | Enable asynchronous Shader compilation in Game and Scene view. |
cacheServerEnableAuth | Toggle whether to enable authentication to cache server. |
cacheServerEnableDownload | Toggle whether to enable downloading from cache server. |
cacheServerEnableTls | Toggle whether to enable TLS encryption to cache server. |
cacheServerEnableUpload | Toggle whether to enable uploading from cache server. |
cacheServerEndpoint | Cache server endpoint IP address |
cacheServerMode | Select cache server mode |
cacheServerNamespacePrefix | Sets the namespace prefix to use for the cache server. |
cachingShaderPreprocessor | Enables the Caching Shader Preprocessor (experimental). |
enableCookiesInLightmapper | Determines whether cookies should be evaluated by the Progressive Lightmapper during Global Illumination calculations. |
enableTextureStreamingInEditMode | Enable texture mipmap streaming system when in Edit Mode. |
enableTextureStreamingInPlayMode | Enable texture mipmap streaming system when in Play Mode. |
enterPlayModeOptions | Determines the state of the Enter Play Mode Options in the Unity Editor. |
enterPlayModeOptionsEnabled | Determines whether the Enter Play Mode Options are enabled in the Unity Editor or not. |
gameObjectNamingDigits | Indicates the amount of digits to use for the numbers in a duplicated GameoObject's name. |
gameObjectNamingScheme | Indicates which naming scheme to use for duplicated GameObjects. |
prefabModeAllowAutoSave | Allow Auto Save in Prefab Mode for this project. |
prefabRegularEnvironment | Allows you to specify a Scene to use as the editing environment for Prefabs. |
prefabUIEnvironment | Allows you to specify a Scene to use as the editing environment for UI Prefabs. |
projectGenerationBuiltinExtensions | Built-in list of extensions of files that will be included in the c# projects Unity generates. |
projectGenerationRootNamespace | Controls which root namespace gets written into the c# .csproj projects that Unity generates. |
projectGenerationUserExtensions | Controls list of extensions of files that will be included in the c# .csproj projects that Unity generates. |
serializeInlineMappingsOnOneLine | Forces Unity to write references and other inline mappings on one line, to help reduce version control noise. |
spritePackerPaddingPower | Power of 2 value to add a boundary (padding) to Sprites packed to the Atlas (Legacy Sprite Packer). |
unityRemoteCompression | Задает или получает идентификатор устройства(device ID) используемый в Unity Remote. |
unityRemoteDevice | Задает или получает идентификатор устройства(device ID) используемый в Unity Remote. |
unityRemoteJoystickSource | Задает или получает идентификатор устройства(device ID) используемый в Unity Remote. |
unityRemoteResolution | Задает или получает идентификатор устройства(device ID) используемый в Unity Remote. |
useLegacyProbeSampleCount | Enable the legacy fixed sample counts for baking Light Probes with Progressive Lightmapper. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |